- Joined
- Nov 4, 2017
I'm curious as to what you feel OSR says is the right way?So dumb question I have to ask, right? For those of you who played D&D BX/BECMI and AD&D 1e/2e, did you guys really play D&D the way the OSR movement says it was meant to be played? I keep hearing about how their way is the right way to play D&D, yet I also hear people from Dragonsfoot claiming that’s BS.
Because there are 1:1 time faggots trying to twist Gygax's "rigorous time tracking is important" and "Players shouldn't take 10 minutes to respond to a situation they'd have less than 10 seconds to respond to" to "Gygax said all games need to played in real time!"
There are also people who feel if any characters survive to max level of X/E (and would require moving to the C) the GM hasn't done his job.
For me the general thing that makes OSR is Abilities-not-skills, the very real possibility of PC death, and the shift in story telling from a Ballad to an Epic; that is, it isn't the story of how Xanadathear the Teifling, the first one in his family to go to college and how he is dealing with his bisexuality and gender fluidity went on a fabulous adventure to learn how to be a barista, its the story of how Noteleks the Dread Necromancer was finally defeated, including the several brave heroes who fell in the attempt. And in rare cases, its the story of how Baron Thorgar the Fierce fought his way into the landed gentry.
Unless we're doing a "Welcome to B/X; you are already dead, learn to accept it" intro where the point is to teach 5e players "You can and will die", generally I start my players out at Lvl 3.Sure, levels 1-3 were still incredibly lethal because a single arrow from a goblin archer taking cover behind an overturned table would one-shot half the classes available
I have two issues with learning a new system:They don't want to learn a new system, as if it takes months to learn a new system
Either the system is so simple & shallow it might as well be a narrative game (or the resolution mechanics are effectively random chance) or it actually has decent depth but I will never, ever find anyone else to play it.
Ok, I've got a 3rd which is often they are written by permatriggered danger hairs and I don't want to play their gay soy shit.
My primary issue with Combat as War sort of games is the players who like to do all the usual bullshit will A) spend far, far too long on their Home Alone house, and B) melt down when the tables are turned.It described 3e and onwards as having "combat as a sport" where it was much more likely for the parties to fight head on and "fairly" since they could afford it.
I think the main thing I've seen with 3.5 players is3.5 people are willing to try other systems because the crunch of 3.5 was enough that most systems with moderate to extensive crunch weren't immediately off-putting.
1) 3.5 was in the D20 golden age when there were a ton of D20 system games and 3.5 Donut Steel setting games, or even just Pathfinder. 3.5 is wonderfully flexible, and everyone's 3.5 GM homebrewed SOMETHING, so having the rules changed from what's printed in the book is not a foreign concept. And since 3.5 is such an encompassing system, you can take general 3.5 concepts and with little exception map those other systems' mechanics.
2) Anyone still entertaining 3.5 is a grog or grog-spawn from people pre-trigger warning days. This generally means they aren't sheltered snowflakes and are willing to actually try something new.